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Showing posts from June 20, 2019

Kelpto's Glove (Cursed Item Idea)

Here's one for you DM's that want some forced theft. Appearance: A iron glove that has a small pendant on it that shows a hand taking a coin from a coin purse. Description: This glove, made by the Kelpto, is seamy autonomous & drags the users hands towards any loot that it senses. This tends to get the user into all sorts of trouble due to it going towards objects that belong to other people or by trying to grab something that seems like loot but is actually a deadly object. For one to uncurse this, they have to grab an item with the glove that belongs to a holy person or an item that belongs to an exorcists. Attribute: Proves +1 ac. -Is able to find loot on it's own that is within 5ft of it. Curse: It will autonomously go towords & grab any loot that is within 5ft of it

BLITZKRIEG (Encounter Idea)

Here's one for you DM's that want a defensive battle against strong enemies. The player's are in a large town when they hear an ominous noise from the long distance. The other people of the town would soon notice this & soon the guards will go to try & see what is causing the noise. About Two hours later the guards don't return & the guard captain will ask the players to help prepare a defensive passion for them & the guards to prepare to fight whatever the heck is causing this. If the player's agree then they will get one hour before a siege begins. After the hour passes they will notice the fiver iron servants & two iron golems followed by a  team of goblin engineers are coming towards the town. The player's will have to defeat this force & if they fail the town will be sacked, looted, & burnt. If they win the fight the guard captain let's them keep all materials from the dead Siegers.

Sticky Water (trap idea)

Here's one for you DM's that want the water to be a trap that gets you stuck The players come to a very watery room where their is a very clear path thought the area via the water & another obscure & difficult path via climbing the walls. If the players go across the water or fall into it when tring to climb they will find that it has stuck itself to their bodies & is unwilling to get off. The players who are in this at this point will have to make a dex save every turn to see if they can move 5-10 ft though it. Once they reach one of the ends they will once again have to roll dex, but with disadvantage this time & on a success they can get out. If a player weighs less than 65 pounds the sticky water doesn't affect them unless they dive into it with considerable force. Please note that the sticky water is inedible & attempting to eat it may cause sickness.